Volume1Issue7(August2016)

The aim of this research to evaluate the level of the importance of Martial Art for young adult. This paper provide a background of martial art and some problem that are occurs in this of sport and the development of the martial art in this world. It is important to find the level of development to improve the level of martial art between young adult.

This article is written on purpose to discuss about the power of knowledge for evolution of human. The purpose of this article is to identify the importance of knowledge in human life, to find out the value of knowledge for human development and to investigate the capabilities of knowledge as a source for human evolutionary phase. Besides, these articles are discussed about developing a knowledgeable community, union of culture, religion and the diversity of labour force.

EFFECTS OF GAMIFICATION AND ANIME CHARACTERS IN LIBRARY E-LEARNING MODULE

Nur Zamira Azwa Zainal Abidin and Ahmad Nadzri Mohamad

Faculty of Information Management, Universiti Teknologi MARA (UiTM)

Abstract

From the beginning, peoples have always associated cartoons with negative effects especially towards the children. It influences the children to become violent or aggressive such as in certain video games. However, cartoons are also used positively in other fields such as education and entertainment due to its interactivity. E-learning developers for instance used cartoonic figures and approaches to magnetize user attention. Such influence can also be seen in education especially in providing E-learning syllabus and modules in schools. The same concept is also seen in library and information science. Libraries are using E-learning module to interact and capture users attention especially children. Furthermore, gamification is also applied with E-learning modules to improve children understanding. The aim of this paper is to explore the effects of gamification and E-learning in Library E-learning modules.

The aim of this research is to help therapist in easing the difficulties in treatment direct face-to-face counseling session of depression in adolescent. Qualitative and quantitative surveys and observation were done during the evaluation. The users of the game were tested on the user satisfaction, user engagement, and user motivation as well as user acceptability toward this game. Findings indicate that most adolescents enjoyed the game. Overall, adolescents and counselor provided positive feedback on the game. The serious game can help in effective adolescent-counselor relationship, and can assist in improving adolescent engagement during the counseling process.